#include "stdafx.h"
/*
unique
    struct abil_base	 ushort ticks, mask; float delay; 
    struct abil_phys     float range, splash_range, missile_speed;

charact-wise
    struct abil_bonus         ushort dmg_tick, dmg_instant, dmg_splash, power_cost;
    struct abil_data          ushort ability_id, experience;
    struct abil_stats         ushort dmg_tick, dmg_instant, dmg_splash, power_cost;
    struct abil_stats_base    ushort dmg_tick, dmg_instant, dmg_splash, power_cost;

    */

#define CONIC           (1 << 0)
#define BELL            (1 << 1)
#define CHAIN           (1 << 2)
#define MISSILE         (1 << 3)
/** NOTES:
 * spells which requires a target and damages several hit less depending on distance.
 * missiles, chains always require a target
 * most spells cannot go over a dps cap, the ones who don't consume energy instead
 * damage is always expressed in percent, precision is 2 digits after the comma, hence short 16 bit type
 * all ranged spells benefit from the same ammount or multiplier of range at each level
 * ticks tick every half second (secret of mana style, OOOOHYEAAAH)
*/
 // ***************** unique, const

unsigned short convert(float f)
{
    if (f < 0.f)
        f *= - 1.f;
    f *= 100.f;
    return (unsigned short) f;
}
float convert(unsigned short us) { return (float) (us/100u); }



